* object_oyu

object_oyu.xml / z_bg_goron_oyu.c updated

* Hot Spring Water Update

* updated comments

* GoronGraveyard prefix

* Update object_oyu.xml
This commit is contained in:
Wimmer 2023-10-23 00:43:57 +02:00 committed by GitHub
parent 3569ef97ad
commit 002f5ba6de
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 10 additions and 9 deletions

View File

@ -1,9 +1,10 @@
<Root>
<!-- Hot Spring Water found in the Goron Graveyard -->
<File Name="object_oyu" Segment="6">
<DList Name="object_oyu_DL_000080" Offset="0x80" />
<DList Name="object_oyu_DL_000158" Offset="0x158" />
<Texture Name="object_oyu_Tex_000160" OutName="tex_000160" Format="rgba16" Width="32" Height="32" Offset="0x160" />
<TextureAnimation Name="object_oyu_Matanimheader_000968" Offset="0x968" />
<Collision Name="object_oyu_Colheader_000988" Offset="0x988" />
<DList Name="gGoronGraveyardHotSpringWaterDL" Offset="0x80" />
<DList Name="gGoronGraveyardHotSpringWaterEmptyDL" Offset="0x158" />
<Texture Name="gGoronGraveyardHotSpringWaterTex" OutName="hot_spring_water" Format="rgba16" Width="32" Height="32" Offset="0x160" />
<TextureAnimation Name="gGoronGraveyardHotSpringWaterTexAnim" Offset="0x968" />
<Collision Name="gGoronGraveyardHotSpringWaterCol" Offset="0x988" />
</File>
</Root>

View File

@ -153,7 +153,7 @@ void BgGoronOyu_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->dyna.actor, 0.1f);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(&object_oyu_Colheader_000988, &colHeader);
CollisionHeader_GetVirtual(&gGoronGraveyardHotSpringWaterCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
@ -185,10 +185,10 @@ void BgGoronOyu_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(object_oyu_Matanimheader_000968));
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gGoronGraveyardHotSpringWaterTexAnim));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, &object_oyu_DL_000158);
gSPDisplayList(POLY_XLU_DISP++, &object_oyu_DL_000080);
gSPDisplayList(POLY_XLU_DISP++, &gGoronGraveyardHotSpringWaterEmptyDL);
gSPDisplayList(POLY_XLU_DISP++, &gGoronGraveyardHotSpringWaterDL);
CLOSE_DISPS(play->state.gfxCtx);
}